entropysoda said:
Jim Hague mentioned 'cut' material for “region I” here….
but I can’t find this material anywhere…Is it possible to post it….I am especially interested in the “28 days later” positive energy zombies that Jim mentioned...
I tried to email Jim Hague, but as I can't find his email address anywhere, I had to guess at it (and probably got it wrong)...does anyone know his email?
Once a week? I'm wounded, truly I am.
Ok, after three HD crashes, RL intruding vociferously and me leaving poor James wondering when the hell he was going to get the cut material, I present to you all:
Thralls of the Flesh
Medium-Size Undead Humanoid(Special)
Hit Dice:4d12 (26 hp)
Initiative: +9
Speed: 40 ft.
AC: 19 (+5 Dex, +4 natural)
Base Attack/Grapple: +2/+7
Attack: Claw +7 melee
Full Attack: 2 Claws +7 melee, Bite +2 melee
Damage: Claw 1d6+5, Bite 1d6+2, plus energy damage
Face/Reach: 5ft./5ft.
Special Attacks: Frenzied Attack, Positive Energy Damage
Special Qualities: Undead Traits, Turning Immunity, Evasion, Fast Healing/2, Positive Energy Surge
Saves: Fort +1, Ref +8, Will +4
Abilities: Str 20, Dex 20, Con - , Int 5, Wis 10, Cha 10
Skills: Listen +4, Spot +3
Feats: Improved Initiative, Lightning Reflexes
Climate/Terrain: Underground (special)
Organization: Solitary, mob (2-4), pack (5-10)
Challenge Rating: 4
Alignment: Chaotic Neutral (always)
Advancement: 5-10 HD
Description:
There are worse things than death within the walls of the World's Largest Dungeon, and the Thralls of the Flesh prove it. The corpses of drow warriors, unlucky slaves and even the occasional adventurer swell the ranks of these bizarre undead. Unlike the foul creatures found outside the Dungeon, the Thralls are not animated by the power of the Negative Material Plane, but by the trapped positive energy within the Halls of Flesh. Their unusual condition lends the Thralls speed unmatched by nearly any creature, and allow them to keep the Halls of Flesh scoured clean of any normal undead unfortunate enough to wander into their domain.
The Thralls are barely intelligent, and writhe in constant agony from the energies animating their bodies. A Thrall will vary in appearance, depending on its form before it died. None carry weapons, and only a few wear any sort of armor. When spying prey within the Halls, a Thrall (or worse, a pack of them) will unleash an unearthly howl as they close in on their victims. Often, the screams of a pack of Thralls is enough to attract the attention of the chokers or gricks within the Halls of Flesh...and for some particularly unfortunate creatures, the attention of Anguish or Madness.
Combat:
The Thralls of the Flesh attack without regard to superior numbers, tactics or care for their own safety. Upon spotting a creature, the Thralls drive themselves into a frenzy and immediately attempt to close to melee range. Due to the nature of the energies animating them, the Thralls are immune to turning attempts; indeed, trying to turn the Thralls makes that individual a primary target.
Evasion: The positive energy animating Thralls of the Flesh grants them almost supernatual alacrity. The Evasion ability of thralls is the same as that of a 2nd level Rogue.
Fast Healing 2: Thralls of the Flesh recover 2 Hit Points per round unless destroyed.
Frenzied Attack: Thralls of the Flesh enter a berserk rage when they spot a potential victim. Their frenzy is identitcal to a Barbarian's Rage ability of the same level. Thralls can maintain this state for up to 4 rounds. thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards.
Positive Energy Damage: The positive energy animating the Thralls surges forth when they attack their victims, tearing through their bodies. A successful claw or bite attack by a Thrall inflicts +1d6 positive energy damage on the target. With living creatures, this 'damage' will actually heal wounds inflicted by the Thralls in combat. However, if the creature in question exceeds its normal Hit Points, they must immediately make a Fortitude save (DC 15 + the amount of damage inflicted that round) or suffer 1d6 Intelligence damage. Creatures reduced to 0 Int by the Thralls die, rising as Thralls within 1d3 rounds. Alternately, the DM may elect to roll on the Random Mutation Table for Region I.
Positive Energy Surge: Instead of making a full attack against a target, the Thralls may unleash a burst of positive energy in a 10' radius, inflicting 4d6 positive energy damage (DC 15 for 1/2 damage). This damage functions the same as the normal positive energy damage of the Thralls' attack, including the random mutations spawned by the influx of positive energy.
Turning Immunity: Thralls of the Flesh are animated by energy trapped by the Halls of Flesh, and cannot be turned. Due to the nature of the energy commanding them, attempts to command the Thralls also fail. Thralls can be rebuked.
Undead Traits (special): A Thrall of the Flesh is immune to mind-affecting effects, poison,
sleep, paralysis, stunning and disease. Unlike most undead, Thralls of the Flesh are affected normally by death and necromantic effects, but are not subject to effects requiring a Fortitude save, unless that effect also works on objects. Thralls are immune to nonlethal damage, but can be affected by ability damage and ability drain. Thralls of the Flesh are subject to death by massive damage; however, a Thrall failing its massive damage save releases its remaining positive energy in a single burst inflicting 8d6 positive energy damage in a 20' radius (DC 15 Reflex for 1/2). A Thrall of the Flesh cannot be raised or resurrected. Thralls of the Flesh possess Darkvision (60 ft. range).
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